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View Full Version : Aggro Radius and Taunt Changes


goboy
06-22-2006, 07:36 PM
<DIV>The aggro radius, taunt, and root duration changes have been making a messy splot out of my wizard while soloing.</DIV> <DIV> </DIV> <DIV>On the surface, both changes look reasonable.  Together = ouch.  Here is what typically happens:</DIV> <DIV> </DIV> <DIV>I pull mob in the clear with a big nuke.  Mob is quickly low on health so I typically attempt follow up with a stun or root as needed.  Now, a mob wanders close and decides that it wants to help - no big deal I am rooting/killing my first target.  Except, I am not rooting/killing my first target I am now taunted off and am rooting or nuking (small) the new target.  In a couple of agonizingly slow seconds I am watching them laugh over my dead body.</DIV> <DIV> </DIV> <DIV>The other problem is the reduction in root length.  Assuming I survive the constant mob switching, roots are constantly needing to be refreshed.  Since Adds are not grouped, ROC is not very useful.  All of these variables together leave a messy skid mark.  As a wizard, I just don't have enough survivability to deal with two mobs at once - especially when my target shifts on me constantly.</DIV> <DIV> </DIV> <DIV>I am trying to adapt.  I do think the changes are good needed (I prefer a smarter UI), but it is their interaction that is killing me.  It might help if I grouped more - but I prefer to solo.</DIV> <DIV> </DIV> <DIV>Woe is Jaly /sniffle.</DIV><p>Message Edited by goboy on <span class=date_text>06-22-2006</span> <span class=time_text>11:45 AM</span>

goboy
07-02-2006, 03:25 AM
<DIV>Ok, after playing with this for a while - it is possible to adapt.  Saying that, I am soooo tired of aggro pulling.  As a wizard, it is dicey letting a mob hit me a few times while I pull it back to a place I can nuke.</DIV> <DIV> </DIV> <DIV>How about making some of very low damaging spells (Lapse comes to mind) also work as a low aggro pull?  That would make the spell usefull for soloing.</DIV>